My Best Clash Royale Deck

Deck Check Rating

Attack
Good
Defense
Godly!
Synergy
RIP
Versatility
Great!
F2P score
Mediocre

2 problems 5 warnings Why?

Deck tips

Following recommendations are only guidelines on how to improve your deck. It may work fine as it is.

PROBLEM Too many tanks!

You have too many big tanks. Usually, one is enough. Tanks are costly and you can hardly have two of them at the same time in the arena. Consider keeping only one of these:

Let's fix it!

Let's fix it!
PROBLEM Not enough reliable anti-air units!

You need more than one reliable anti-air unit in your deck. One can be removed by a spell or may have just played it. Having two or three is safer. You may have problems dealing with these cards:

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No way to deal with the opponent's pump!

When your opponent plays Elixir collector, you have to be able to react accordingly or you're letting him accumulate elixir and then use it against you.

Consider adding one of these:

Let's fix it!

Let's fix it!
Warning No medium or high-damage spell.

It is good to have one medium or high-damage spell in your deck. You can use it to finish opponent's tower or against units clumped together. Consider adding one of these:

Let's fix it!

Let's fix it!
Warning The average elixir cost of your deck is very high and you don't have a pump.

If you only have expensive units, it will be harder to react to opponent's plays.

You can add Elixir collector to your deck. This is it:

Let's fix it!

AND/OR

You can replace some of your high-cost cards. Such as these:

Let's fix it!

Let's fix it!
Info No utility cards.

You don't have any cheap and versatile card in your deck. Although, they're not good by themselves, they can help you in many scenarios, both on defense and offense. Consider adding one of these:

Let's fix it!

Let's fix it!
Info No cheap cycle cards.

If your deck has only high elixir units, it will be harder to react quickly while defending against fast units. Also, cheap cycle cards help you get to your win condition faster and allows you to play it more often, thus making it easier to win. Consider adding one of these:

Let's fix it!

Let's fix it!

Advanced stuff

Defensive cards

Anti-air

Units that can attack air. It's good to have at least two of them.

Wizard

Defensive buildings

Defensive buildings in your deck. Having one helps a lot in defense.

Goblin Cage

Investments

Buildings or units that can be played in the back to invest elixir and force the opponent to make the first move.

Goblin Cage Wizard P.E.K.K.A Electro Giant

Offensive cards

Win conditions

Cards that are good in taking enemy towers. Good to have at least one.

Electro Giant

Damage spells

Spells in your deck. Having at least one or two is recommended.

Arrows

Punishments

Cards that can be played as a immediate response for the opponent playing high-cost unit in the back.

Elite Barbarians Electro Giant

Pump responses

Cards that can be played as a response to opponent playing an Elixir collector.

Missing

Dropped at the bridge

Cards that can be dropped at the bridge, either as a chip damage or as a rush attack.

Elite Barbarians Battle Healer P.E.K.K.A Electro Giant

King Tower activation – careful!

Cards that can activate your opponent's king tower when pulled with tornado, placed incorrectly or just countered in a specific way.

Elite Barbarians

Swarms & Bait

Bait cards

If you have multiple cards that are countered by the same spell, you can play one card to bait the spell, then you can safely play the other card(s).

Tornado
Elite Barbarians Skeleton Army
Giant Snowball
Skeleton Army
Zap
Skeleton Army
Barbarian Barrel
Elite Barbarians Goblin Cage Wizard Skeleton Army
The Log
Elite Barbarians Goblin Cage Skeleton Army
Earthquake
Goblin Cage Skeleton Army
Arrows
Skeleton Army
Royal Delivery
Elite Barbarians Goblin Cage Battle Healer Wizard Skeleton Army P.E.K.K.A
Fireball
Elite Barbarians Goblin Cage Battle Healer Wizard Skeleton Army
Poison
Goblin Cage Battle Healer Wizard Skeleton Army
Lightning
Elite Barbarians Goblin Cage Battle Healer Wizard
Rocket
Elite Barbarians Battle Healer Wizard

Against air swarms

Spells and units that can counter air swarms.

Arrows Wizard Electro Giant

Against ground swarms

Spells and units that can counter ground swarms.

Arrows Wizard Electro Giant

Ladder info

Some cards can be both level-independent and weak/strong when under/overleveled. Example: A lower-level Ice Golem doesn't kill Skarmy, so it's 'Weak'. However, in other aspects such as tanking, it works perfectly fine on lower levels.

Level-independent

Cards that are good even on lower level. Their key stats are not influenced by the level too much and no key interactions are level-dependent.

Arrows Battle Healer Skeleton Army P.E.K.K.A Electro Giant

Strong when overleveled

Cards that are particularly strong if you have them on higher level. Their key interactions with some cards are changed when they are level or two above the other card.

Elite Barbarians Skeleton Army

Weak when underleveled

Cards that are particularly weak if you have them on lower level. Their key interactions with some cards are changed when they are level or two below the other card.

Wizard

Free-to-play score

For a quick orientation about how easy it is to level up the deck for free-to-play players. The more epics and legendaries it contains, the lower the score.

Mediocre

Geek area

Deck cycle

Cards ordered by elixir

This allows you to see the elixir cost of the cards more easily.

Arrows Skeleton Army Goblin Cage Battle Healer Wizard Elite Barbarians P.E.K.K.A Electro Giant

Shortest cycle

Cheapest 4 cards in the deck to see the cycle potential.

14 Arrows Skeleton Army Goblin Cage Battle Healer

Attack Synergies 2 4

Synergy means that these cards work well when played together. They complement each other to make the attacks or defenses more effective. Dimmed cards mean the synergy is not so effective.

Arrows
Elite Barbarians P.E.K.K.A Battle Healer
Elite Barbarians
Arrows Wizard
Goblin Cage
Battle Healer
Battle Healer
Arrows Goblin Cage
Wizard
Elite Barbarians P.E.K.K.A
Skeleton Army
P.E.K.K.A
Arrows Wizard
Electro Giant

Defense Synergies 0 9

Arrows
Battle Healer P.E.K.K.A
Elite Barbarians
Wizard
Goblin Cage
Battle Healer Wizard Skeleton Army Electro Giant
Battle Healer
Arrows Goblin Cage
Wizard
Elite Barbarians Goblin Cage Skeleton Army P.E.K.K.A
Skeleton Army
Goblin Cage Wizard
P.E.K.K.A
Arrows Wizard
Electro Giant
Goblin Cage

Counters

Dimmed cards mean that the counters are only partially effective.

Counters to win conditions

Cards that can defend the main threats your opponent can play.

Goblin Cage Wizard
Elite Barbarians Skeleton Army P.E.K.K.A Goblin Cage Battle Healer
Goblin Cage Skeleton Army P.E.K.K.A Elite Barbarians
Elite Barbarians Goblin Cage Skeleton Army P.E.K.K.A
Arrows Elite Barbarians Goblin Cage Battle Healer Skeleton Army P.E.K.K.A
Arrows Skeleton Army
Arrows Goblin Cage Wizard
Arrows Goblin Cage Battle Healer P.E.K.K.A Electro Giant
P.E.K.K.A Elite Barbarians Goblin Cage Skeleton Army
Elite Barbarians Skeleton Army Battle Healer
Skeleton Army Arrows Wizard Electro Giant
Arrows Wizard
Goblin Cage Skeleton Army P.E.K.K.A Elite Barbarians Battle Healer Wizard
Wizard Skeleton Army Arrows Goblin Cage P.E.K.K.A
Elite Barbarians Skeleton Army P.E.K.K.A Goblin Cage
Skeleton Army Elite Barbarians Goblin Cage P.E.K.K.A Electro Giant
Wizard Arrows Elite Barbarians Goblin Cage Skeleton Army P.E.K.K.A
Arrows Goblin Cage Elite Barbarians Battle Healer Wizard Skeleton Army
Arrows Goblin Cage Wizard Battle Healer
P.E.K.K.A Elite Barbarians Goblin Cage
Wizard Skeleton Army Arrows Elite Barbarians Battle Healer P.E.K.K.A Electro Giant
P.E.K.K.A

Counters to secondary win conditions

Despite not considered win conditions, these cards need to be defended as well.

Skeleton Army Elite Barbarians Goblin Cage Battle Healer P.E.K.K.A Electro Giant
Arrows Elite Barbarians Battle Healer Wizard
Skeleton Army P.E.K.K.A Elite Barbarians Goblin Cage Battle Healer
Skeleton Army P.E.K.K.A Elite Barbarians Goblin Cage Battle Healer
P.E.K.K.A Elite Barbarians Goblin Cage Battle Healer Skeleton Army
Arrows Wizard Electro Giant
Skeleton Army P.E.K.K.A Elite Barbarians Goblin Cage Battle Healer
P.E.K.K.A Elite Barbarians Goblin Cage Battle Healer Skeleton Army
Goblin Cage P.E.K.K.A Elite Barbarians Skeleton Army
P.E.K.K.A Goblin Cage Skeleton Army
P.E.K.K.A Elite Barbarians Goblin Cage
Skeleton Army P.E.K.K.A Arrows Elite Barbarians Goblin Cage Electro Giant
Elite Barbarians Skeleton Army P.E.K.K.A Goblin Cage Wizard
Wizard Goblin Cage Skeleton Army Electro Giant
Elite Barbarians Skeleton Army Electro Giant Goblin Cage Battle Healer P.E.K.K.A
Arrows Elite Barbarians Goblin Cage Battle Healer Wizard P.E.K.K.A Electro Giant
Arrows Goblin Cage

Counters to defenses

How well your cards can counter all the possible defending cards of your opponent. (Only counters to dangerous defending units are listed.)

Arrows
Arrows
Arrows
Arrows
Wizard Arrows
Arrows Wizard Electro Giant
Arrows Wizard
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows Wizard
Arrows Wizard
Elite Barbarians
Arrows
Arrows Elite Barbarians
Arrows Wizard
Arrows Wizard
Arrows
Arrows Wizard
Arrows Wizard Electro Giant
Arrows Wizard
Arrows
Arrows Electro Giant Wizard
Arrows Wizard
Arrows Wizard
Arrows
Elite Barbarians Arrows Wizard Electro Giant
Wizard Electro Giant
Elite Barbarians
Arrows Wizard
Arrows
P.E.K.K.A
Arrows Wizard
Skeleton Army
Arrows Wizard
Arrows
Wizard
Arrows Wizard
Arrows Electro Giant
Elite Barbarians P.E.K.K.A
Electro Giant Elite Barbarians
Electro Giant
P.E.K.K.A
Wizard

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